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Why are videogames becoming more expensive to make when they're also becoming smaller and less ambitious?
>>
because they are designed by committee which is why they feel soulless
they are trying to toss the widest net possible to rope in as many possible audience members, instead of just doing one things very well
this is why indie is only getting more popular and AAA is losing money like crazy
expect GTA VI to be a surprise upset, because all the people that made GTA good have left. take a look at their most recent online story missions, it's embarrassing
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>>735113014
The 1 indie game that makes a 100k, isn't equal to the dozens of $100-500m sellers that AAA produce. Delusional is underselling your ignorance.
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>>735112837
gee guys
I wonder if there's a correlation between massive teams and worse end products
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>>735113175
I didn't say they were never profitable, I said they were smaller and less ambitious.
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>>735113175
>it makes money therefore you're delusional
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Because video games became a moonshot tech industry instead of an entertainment industry
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>>735113175
>dozens
How many AAA game have made even marginal profit in recent years? Not many. We get a bunch of
>concurrent players
And insist its a hit, then a few months later the company lays off a bunch of people
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>>735112837
Any successful creative industry gets gentrified and becomes a job program to finance the lifestyle of the rich liberal parasitical class.
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There's no talent. Studios are now brute forcing code by using hundreds of jeets vs. a handful of talented white coders. Most of the good talent got bullied out of the industry by women, troons, and simps.
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>>735113654
There are still some big successes like R6S, Apex Legends, and Marvel Rivals.
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>>735113175
>Welcome to High Guard
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>>735112837
1. Rising costs in the resources required to develop these games
2. Rising employment payouts that reflects higher quality of life expenses such as medical, shelter and food
3. Rising tax rates, these companies still have pay the government their cut
4. Rising marketing costs. Some networks ask for larger fees to advertise these games
5. More man hours necessary to meet graphical fidelity demands and quality testing
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>>735112837
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>>735112837
you know why, but saying it here gets you banned
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>>735112837
niggers women and trannies
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>>735112837
It's an easy fix. Drop graphics target back to 1080p, let chumps run fake frames if they want to use meme resolutions. Reduce team sizes to 60 or less. If there will be VA, record it in only one language period, everyone else gets subtitles.
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>>735116529
On top of that you can limit dev times to 2-4 years and just outright kill anything that goes into dev hell. Have a streamlined management style that prevents the text from being different to spoken lines. Also hire the competent people back.
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Roblox
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>>735113195
Technically if everyone involved actually gives a shit it's fine.
It's why free software basically blew everything else the fuck out until the commies, chinese and indians showed up.
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>>735112837
Large teams are usually led by publishers and the executives in them that really want to make sure that a game sells as widely as possible, so the gameplay is kept basic as fuck because they fear that anything more will turn people away from the game even though Baldur's Gate 3, a fucking CRPG, won GOTY. They fucked up a lot of studios in the process of diverting more resources to making safe games too so now they barely have any studios making games beyond exhausted formats.
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>>735112837
Retards use bad math to guesstimate game budgets.



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